@holding_illustration_western = "gfx/interface/illustrations/holding_types/castle_western.dds" @holding_illustration_mena = "gfx/interface/illustrations/holding_types/castle_mena.dds" @holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds" @holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" @holding_illustration_china = "gfx/interface/illustrations/holding_types/tgp_castle_china.dds" @holding_illustration_japan = "gfx/interface/illustrations/holding_types/tgp_castle_japan.dds" @holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/castle_mediterranean.dds" @holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds" @holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds" @holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds" @holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_castle_byzantine.dds" @holding_illustration_constantinople = "gfx/interface/illustrations/holding_types/ep3_castle_constantinople.dds" castle_01 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### WESTERN ### asset = { type = pdxmesh names = { "building_western_castle_01_mesh" "building_western_castle_01_b_mesh" } illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_western_castle_01_mena_mesh" "building_western_castle_01_b_mena_mesh" } illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_mena } } asset = { type = pdxmesh names = { "building_western_castle_01_mediterranean_mesh" "building_western_castle_01_b_mediterranean_mesh" } illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh names = { "building_western_castle_01_indian_mesh" "building_western_castle_01_b_indian_mesh" } illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_india } } ### INDIAN ### asset = { type = pdxmesh name = "building_indian_castle_01_western_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } } asset = { type = pdxmesh name = "building_indian_castle_01_mena_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_01_mediterranean_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_indian_castle_01_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_india } } ### MENA ### asset = { type = pdxmesh name = "building_mena_castle_01_western_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } } asset = { type = pdxmesh name = "building_mena_castle_01_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mena_castle_01_mediterranean_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mena_castle_01_indian_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mena_building_gfx } graphical_regions = { graphical_india } } ### MEDITERRANEAN ### asset = { type = pdxmesh name = "building_mediterranean_castle_01_western_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mediterranean_building_gfx } } asset = { type = pdxmesh name = "building_mediterranean_castle_01_mena_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mediterranean_castle_01_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mediterranean_castle_01_indian_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_india } } ### FP1 Norse ### asset = { type = pdxmesh name = "fp1_building_norse_castle_01_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { norse_building_gfx } } asset = { type = pdxmesh name = "fp1_building_norse_castle_01_mena_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp1_building_norse_castle_01_mediterranean_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "fp1_building_norse_castle_01_indian_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_india } } ### FP2 Iberian ### asset = { type = pdxmesh name = "fp2_building_iberian_castle_01_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @holding_illustration_iberian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iberian_building_gfx } graphical_regions = { graphical_mediterranean } } ### FP3 Iranian ### asset = { type = pdxmesh name = "fp3_building_persian_castle_01_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp3_building_persian_castle_01_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mena_castle_01_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_01_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } ### EP3 Byzantine ### asset = { type = pdxmesh name = "ep3_byzantine_castle_01_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { byzantine_building_gfx } provinces = { 496 } } asset = { type = pdxmesh name = "ep3_byzantine_castle_01_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_byzantine soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } graphical_regions = { graphical_mediterranean graphical_mena } } #Steppe fallbacks #For steppe asset = { type = pdxmesh name = "building_mena_castle_01_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_siberia } } asset = { type = pdxmesh name = "building_mena_castle_01_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_steppe } } asset = { type = pdxmesh name = "tgp_building_chinese_castle_01_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_east_asia } } #Elsewhere asset = { type = pdxmesh names = { "building_western_castle_01_mesh" "building_western_castle_01_b_mesh" } illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_western } graphical_cultures = { steppe_building_gfx } } asset = { type = pdxmesh name = "building_indian_castle_01_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mena_castle_01_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mediterranean_castle_01_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "ep3_byzantine_castle_01_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { steppe_building_gfx } provinces = { 496 } } # SOUTHEAST ASIA # asset = { type = pdxmesh name = "tgp_building_se_asia_castle_01_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # China asset = { type = pdxmesh name = "tgp_building_chinese_castle_01_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { chinese_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # TGP Japan asset = { type = pdxmesh name = "tgp_building_japanese_castle_01_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_japan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { japanese_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } can_construct_potential = { barony_cannot_construct_holding = no } can_construct = { culture = { has_innovation = innovation_motte } japan_castle_construction_trigger = yes } can_construct_showing_failures_only = { building_requirement_tribal = no building_requirement_tribal_holding_in_county = yes building_requirement_nomad = no building_requirement_nomad_holding_in_county = yes building_requirement_herder = no building_requirement_herder_holding_in_county = yes } cost_gold = main_building_tier_1_cost next_building = castle_02 levy = normal_building_levy_tier_2 max_garrison = good_building_max_garrison_tier_1 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 province_modifier = { monthly_income = poor_building_tax_tier_2 fort_level = great_building_fort_level_tier_1 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 travel_danger = -10 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 5 } character_modifier = { men_at_arms_cap = 1 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.02 monthly_dynasty_prestige = 0.01 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 1 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 2 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -1 } flag = castle type_icon = "icon_building_ramparts.dds" on_complete = { county.holder = { if = { limit = { any_vassal = { vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_construction hidden_effect = { every_vassal = { vassal_stance = parochial add_opinion = { target = prev modifier = parochial_approves_holding_construction_opinion } } } } # Harrying logic. if = { limit = { character_is_valid_for_harrying_of_the_north_trigger = yes is_important_or_vip_struggle_character = yes } global_var:harrying_of_the_north = { save_scope_as = story } if = { limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes } ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value } } else_if = { limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes } ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value } } } } #Mandala Creator Aspect creator_mandala_built_regular_holding_piety_effect = yes # Building Oath hidden_effect = { if = { limit = { county.holder = { has_character_modifier = oath_of_buildings } } county.holder = { save_scope_as = holder } add_random_economic_building_effect = yes add_random_military_building_effect = yes add_random_fortification_building_effect = yes } } } ai_value = { base = 100 modifier = { factor = 0 scope:holder = { government_has_flag = government_is_theocracy } } modifier = { add = 50 scope:holder = { NOT = { government_has_flag = government_is_mandala } } county = { NOT = { any_county_province = { has_building_or_higher = castle_01 } } } } modifier = { factor = 5 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } } } castle_02 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### WESTERN ### asset = { type = pdxmesh name = "building_western_castle_02_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } } asset = { type = pdxmesh name = "building_western_castle_02_mena_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_western_castle_02_mediterranean_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_western_castle_02_indian_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } graphical_regions = { graphical_india } } ### MENA ### asset = { type = pdxmesh name = "building_mena_castle_02_western_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } } asset = { type = pdxmesh name = "building_mena_castle_02_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mena_castle_02_mediterranean_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mena_castle_02_indian_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_india } } ### INDIAN ### asset = { type = pdxmesh name = "building_indian_castle_02_western_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } } asset = { type = pdxmesh name = "building_indian_castle_02_mena_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_02_mediterranean_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_indian_castle_02_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_india } } ### MEDITERRANEAN ### asset = { type = pdxmesh name = "building_mediterranean_castle_02_western_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mediterranean_building_gfx } } asset = { type = pdxmesh name = "building_mediterranean_castle_02_mena_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mediterranean_castle_02_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mediterranean_castle_02_indian_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_india } } ### FP1 Norse ### asset = { type = pdxmesh name = "fp1_building_norse_castle_02_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { norse_building_gfx } } asset = { type = pdxmesh name = "fp1_building_norse_castle_02_mena_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp1_building_norse_castle_02_mediterranean_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "fp1_building_norse_castle_02_indian_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_india } } ### FP2 Iberian ### asset = { type = pdxmesh name = "fp2_building_iberian_castle_02_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @holding_illustration_iberian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { iberian_building_gfx } graphical_regions = { graphical_mediterranean } } ### FP3 Iranian ### asset = { type = pdxmesh name = "fp3_building_persian_castle_02_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp3_building_persian_castle_02_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mena_castle_02_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_02_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } ### EP3 Byzantine ### asset = { type = pdxmesh name = "ep3_byzantine_castle_02_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { byzantine_building_gfx } provinces = { 496 } } asset = { type = pdxmesh name = "ep3_byzantine_castle_02_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_byzantine soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } graphical_regions = { graphical_mediterranean graphical_mena } } #Steppe fallbacks #For steppe asset = { type = pdxmesh name = "building_mena_castle_02_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_steppe } } asset = { type = pdxmesh name = "building_mena_castle_02_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_siberia } } #Elsewhere ### WESTERN ### asset = { type = pdxmesh name = "building_western_castle_02_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } graphical_regions = { graphical_western } graphical_cultures = { steppe_building_gfx } } asset = { type = pdxmesh name = "building_mena_castle_02_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_02_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mediterranean_castle_02_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "tgp_building_chinese_castle_02_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_east_asia } } ### EP3 Byzantine ### asset = { type = pdxmesh name = "ep3_byzantine_castle_02_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { steppe_building_gfx } provinces = { 496 } } # SOUTHEAST ASIA # asset = { type = pdxmesh name = "tgp_building_se_asia_castle_01_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # TGP China asset = { type = pdxmesh name = "tgp_building_chinese_castle_02_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { chinese_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # TGP Japan asset = { type = pdxmesh name = "tgp_building_japanese_castle_02_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_japan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 1 } } graphical_cultures = { japanese_building_gfx } graphical_regions = { graphical_east_asia } } can_construct_potential = { building_requirement_tribal = no } can_construct = { culture = { has_innovation = innovation_battlements } japan_castle_construction_trigger = yes } cost_gold = main_building_tier_2_cost next_building = castle_03 levy = normal_building_levy_tier_4 max_garrison = good_building_max_garrison_tier_3 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 province_modifier = { monthly_income = poor_building_tax_tier_4 fort_level = great_building_fort_level_tier_2 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -12 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 10 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.03 monthly_dynasty_prestige = 0.02 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 2 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 3 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -2 } character_modifier = { men_at_arms_cap = 1 } flag = castle on_complete = { barony.holder = { if = { limit = { any_vassal = { vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { vassal_stance = parochial add_opinion = { target = prev modifier = parochial_approves_holding_upgrade_opinion } } } } } #Mandala Creator Aspect creator_mandala_upgraded_regular_holding_piety_effect = yes } ai_value = { base = 9 ai_general_building_modifier = yes modifier = { add = 1 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } modifier = { add = 10 scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval } } modifier = { factor = 3 scope:holder.capital_province = this } modifier = { factor = 0.1 free_building_slots >= 1 years_from_game_start >= 1 } modifier = { factor = 0.1 combined_building_level <= 10 years_from_game_start >= 1 } #Needed for the initial construction setup for the AI (to avoid the AI spending their free construction setup on upgrading all holdings instead of building buildings) modifier = { factor = 0.3 years_from_game_start <= 0.01 } } } castle_03 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### WESTERN ### asset = { type = pdxmesh name = "building_western_castle_03_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } } asset = { type = pdxmesh name = "building_western_castle_03_mena_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_western_castle_03_mediterranean_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_western_castle_03_indian_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } graphical_regions = { graphical_india } } ### MENA ### asset = { type = pdxmesh name = "building_mena_castle_03_western_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } } asset = { type = pdxmesh name = "building_mena_castle_03_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mena_castle_03_mediterranean_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mena_castle_03_indian_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_india } } ### INDIAN ### asset = { type = pdxmesh name = "building_indian_castle_03_western_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } } asset = { type = pdxmesh name = "building_indian_castle_03_mena_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_03_mediterranean_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_indian_castle_03_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_india } } ### MEDITERRANEAN ### asset = { type = pdxmesh name = "building_mediterranean_castle_03_western_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mediterranean_building_gfx } } asset = { type = pdxmesh name = "building_mediterranean_castle_03_mena_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mediterranean_castle_03_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mediterranean_castle_03_indian_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_india } } ### FP1 Norse ### asset = { type = pdxmesh name = "fp1_building_norse_castle_03_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { norse_building_gfx } } asset = { type = pdxmesh name = "fp1_building_norse_castle_03_mena_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp1_building_norse_castle_03_mediterranean_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "fp1_building_norse_castle_03_indian_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_india } } ### FP2 Iberian ### asset = { type = pdxmesh name = "fp2_building_iberian_castle_03_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @holding_illustration_iberian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { iberian_building_gfx } graphical_regions = { graphical_mediterranean } } ### FP3 Iranian ### asset = { type = pdxmesh name = "fp3_building_persian_castle_03_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp3_building_persian_castle_03_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mena_castle_03_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_03_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } ### EP3 Byzantine ### asset = { type = pdxmesh name = "ep3_byzantine_castle_03_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { byzantine_building_gfx } provinces = { 496 } } asset = { type = pdxmesh name = "ep3_byzantine_castle_03_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_byzantine soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } #+2 graphical_regions = { graphical_mediterranean graphical_mena } #4 } #Steppe fallbacks #For steppe asset = { type = pdxmesh name = "building_mena_castle_03_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_steppe } } asset = { type = pdxmesh name = "building_mena_castle_03_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_siberia } } #Elsewhere asset = { type = pdxmesh name = "building_western_castle_03_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_western } } asset = { type = pdxmesh name = "building_mena_castle_03_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_03_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mediterranean_castle_03_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "tgp_building_chinese_castle_03_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_east_asia } } asset = { type = pdxmesh name = "ep3_byzantine_castle_03_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { steppe_building_gfx } provinces = { 496 } } # SOUTHEAST ASIA # asset = { type = pdxmesh name = "tgp_building_se_asia_castle_02_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # TGP China asset = { type = pdxmesh name = "tgp_building_chinese_castle_03_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { chinese_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # TGP Japan asset = { type = pdxmesh name = "tgp_building_japanese_castle_03_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_japan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 2 } } graphical_cultures = { japanese_building_gfx } graphical_regions = { graphical_east_asia } } can_construct_potential = { building_requirement_tribal = no } can_construct = { culture = { has_innovation = innovation_hoardings } japan_castle_construction_trigger = yes } cost_gold = main_building_tier_3_cost next_building = castle_04 levy = normal_building_levy_tier_6 max_garrison = good_building_max_garrison_tier_5 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_6 province_modifier = { monthly_income = poor_building_tax_tier_6 fort_level = great_building_fort_level_tier_3 stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3 travel_danger = -14 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 15 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.04 monthly_dynasty_prestige = 0.03 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 3 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 4 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -3 } character_modifier = { men_at_arms_cap = 1 } flag = castle on_complete = { barony.holder = { if = { limit = { any_vassal = { vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { vassal_stance = parochial add_opinion = { target = prev modifier = parochial_approves_holding_upgrade_opinion } } } } } scope:character = { #Mandala Creator Aspect creator_mandala_upgraded_regular_holding_piety_effect = yes } } ai_value = { base = 8 ai_general_building_modifier = yes modifier = { add = 1 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } modifier = { add = 10 scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval } } modifier = { factor = 3 scope:holder.capital_province = this } modifier = { factor = 0.2 combined_building_level <= 20 years_from_game_start >= 1 } } } castle_04 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### WESTERN ### asset = { type = pdxmesh name = "building_western_castle_04_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } } asset = { type = pdxmesh name = "building_western_castle_04_mena_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_western_castle_04_mediterranean_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_western_castle_04_indian_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } graphical_regions = { graphical_india } } ### MENA ### asset = { type = pdxmesh name = "building_mena_castle_04_western_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } } asset = { type = pdxmesh name = "building_mena_castle_04_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mena_castle_04_mediterranean_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mena_castle_04_indian_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } graphical_regions = { graphical_india } } ### INDIAN ### asset = { type = pdxmesh name = "building_indian_castle_04_western_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } } asset = { type = pdxmesh name = "building_indian_castle_04_mena_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_04_mediterranean_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_indian_castle_04_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_india } } ### MEDITERRANEAN ### asset = { type = pdxmesh name = "building_mediterranean_castle_04_western_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mediterranean_building_gfx } } asset = { type = pdxmesh name = "building_mediterranean_castle_04_mena_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_mediterranean_castle_04_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "building_mediterranean_castle_04_indian_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { mediterranean_building_gfx } graphical_regions = { graphical_india } } ### FP1 Norse ### asset = { type = pdxmesh name = "fp1_building_norse_castle_04_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { norse_building_gfx } } asset = { type = pdxmesh name = "fp1_building_norse_castle_04_mena_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp1_building_norse_castle_04_mediterranean_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "fp1_building_norse_castle_04_indian_mesh" requires_dlc_flag = the_northern_lords illustration = @holding_illustration_norse soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_india } } ### FP2 Iberian ### asset = { type = pdxmesh name = "fp2_building_iberian_castle_04_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @holding_illustration_iberian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { iberian_building_gfx } graphical_regions = { graphical_mediterranean } } ### FP3 Iranian ### asset = { type = pdxmesh name = "fp3_building_persian_castle_04_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "fp3_building_persian_castle_04_a_01_mesh" requires_dlc_flag = legacy_of_persia illustration = @holding_illustration_iranian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mena_castle_04_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_04_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } graphical_cultures = { iranian_building_gfx } graphical_regions = { graphical_india } } ### EP3 Byzantine ### asset = { type = pdxmesh name = "ep3_byzantine_castle_04_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { byzantine_building_gfx } provinces = { 496 } } asset = { type = pdxmesh name = "ep3_byzantine_castle_04_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_byzantine soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } graphical_regions = { graphical_mediterranean graphical_mena } } #Steppe fallbacks #For steppe asset = { type = pdxmesh name = "building_mena_castle_04_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_steppe } } asset = { type = pdxmesh name = "building_mena_castle_04_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_siberia } } #Elsewhere asset = { type = pdxmesh name = "building_western_castle_04_mesh" illustration = @holding_illustration_western soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } graphical_regions = { graphical_western } graphical_cultures = { steppe_building_gfx } } asset = { type = pdxmesh name = "building_mena_castle_04_mesh" illustration = @holding_illustration_mena soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mena } } asset = { type = pdxmesh name = "building_indian_castle_04_mesh" illustration = @holding_illustration_india soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_india } } asset = { type = pdxmesh name = "building_mediterranean_castle_04_mesh" illustration = @holding_illustration_mediterranean soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_mediterranean } } asset = { type = pdxmesh name = "tgp_building_chinese_castle_04_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_east_asia } } asset = { type = pdxmesh name = "ep3_byzantine_castle_04_a_mesh" requires_dlc_flag = roads_to_power illustration = @holding_illustration_constantinople soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { steppe_building_gfx } provinces = { 496 } } # SOUTHEAST ASIA # asset = { type = pdxmesh name = "tgp_building_se_asia_castle_02_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } asset = { type = pdxmesh name = "tgp_building_chinese_castle_04_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_china soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { chinese_building_gfx } graphical_regions = { graphical_east_asia graphical_india } } # TGP Japan asset = { type = pdxmesh name = "tgp_building_japanese_castle_04_mesh" requires_dlc_flag = all_under_heaven illustration = @holding_illustration_japan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 3 } } graphical_cultures = { japanese_building_gfx } graphical_regions = { graphical_east_asia } } can_construct_potential = { building_requirement_tribal = no } can_construct = { culture = { has_innovation = innovation_machicolations } japan_castle_construction_trigger = yes } cost_gold = main_building_tier_4_cost levy = normal_building_levy_tier_8 max_garrison = good_building_max_garrison_tier_7 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_8 province_modifier = { monthly_income = poor_building_tax_tier_8 fort_level = great_building_fort_level_tier_4 stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4 travel_danger = -16 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 20 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.05 monthly_dynasty_prestige = 0.04 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 4 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 5 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -4 } character_modifier = { men_at_arms_cap = 1 } flag = castle on_complete = { barony.holder = { if = { limit = { any_vassal = { vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { vassal_stance = parochial add_opinion = { target = prev modifier = parochial_approves_holding_upgrade_opinion } } } } } scope:character = { #Mandala Creator Aspect creator_mandala_upgraded_regular_holding_piety_effect = yes } } ai_value = { base = 17 ai_general_building_modifier = yes modifier = { add = 1 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } modifier = { factor = 3 scope:holder.capital_province = this } modifier = { factor = 0.2 combined_building_level <= 30 years_from_game_start >= 1 } } }